lavd/opengl_enc: fix pixel data alignment
[ffmpeg.git] / libavdevice / opengl_enc.c
1 /*
2  * Copyright (c) 2014 Lukasz Marek
3  *
4  * This file is part of FFmpeg.
5  *
6  * FFmpeg is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * FFmpeg is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with FFmpeg; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
19  */
20
21 //TODO: support for more formats
22 //TODO: support for more systems.
23 //TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <unistd.h>
29 #include <stddef.h>
30
31 #include "config.h"
32
33 #if HAVE_WINDOWS_H
34 #include <windows.h>
35 #endif
36 #if HAVE_OPENGL_GL3_H
37 #include <OpenGL/gl3.h>
38 #elif HAVE_ES2_GL_H
39 #include <ES2/gl.h>
40 #else
41 #include <GL/gl.h>
42 #include <GL/glext.h>
43 #endif
44 #if HAVE_GLXGETPROCADDRESS
45 #include <GL/glx.h>
46 #endif
47
48 #if HAVE_SDL
49 #include <SDL.h>
50 #endif
51
52 #include "libavutil/common.h"
53 #include "libavutil/pixdesc.h"
54 #include "libavutil/log.h"
55 #include "libavutil/opt.h"
56 #include "libavutil/avassert.h"
57 #include "libavutil/avstring.h"
58 #include "libavformat/avformat.h"
59 #include "libavformat/internal.h"
60 #include "libavdevice/avdevice.h"
61 #include "opengl_enc_shaders.h"
62
63 #ifndef APIENTRY
64 #define APIENTRY
65 #endif
66
67 /* FF_GL_RED_COMPONENT is used for plannar pixel types.
68  * Only red component is sampled in shaders.
69  * On some platforms GL_RED is not availabe and GL_LUMINANCE have to be used,
70  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
71  * GL_RED produces RGBA = value, 0, 0, 1.
72  * GL_LUMINANCE produces RGBA = value, value, value, 1.
73  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
74 #if defined(GL_RED)
75 #define FF_GL_RED_COMPONENT GL_RED
76 #elif defined(GL_LUMINANCE)
77 #define FF_GL_RED_COMPONENT GL_LUMINANCE
78 #else
79 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
80 #endif
81
82 /* Constants not defined for iOS */
83 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
84 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
85 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
86 #define FF_GL_UNPACK_ROW_LENGTH          0x0CF2
87
88 /* MinGW exposes only OpenGL 1.1 API */
89 #define FF_GL_ARRAY_BUFFER                0x8892
90 #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
91 #define FF_GL_STATIC_DRAW                 0x88E4
92 #define FF_GL_FRAGMENT_SHADER             0x8B30
93 #define FF_GL_VERTEX_SHADER               0x8B31
94 #define FF_GL_COMPILE_STATUS              0x8B81
95 #define FF_GL_LINK_STATUS                 0x8B82
96 #define FF_GL_INFO_LOG_LENGTH             0x8B84
97 typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
98 typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
99 typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
100 typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
101 typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
102 typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
103 typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
104 typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
105 typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
106 typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
107 typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
108 typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
110 typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
111 typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
112 typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
113 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
114 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
115 typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
116 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
117 typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
118 typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
119 typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
120 typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
121 typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
122
123 typedef struct FFOpenGLFunctions {
124     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
125     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
126     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
127     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
128     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
129     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
130     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
131     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
132     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
133     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
134     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
135     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
136     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
137     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
138     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
139     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
140     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
141     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
142     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
143     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
144     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
145     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
146     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
147     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
148     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
149 } FFOpenGLFunctions;
150
151 #define OPENGL_ERROR_CHECK(ctx) \
152 {\
153     GLenum err_code; \
154     if ((err_code = glGetError()) != GL_NO_ERROR) { \
155         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
156         goto fail; \
157     } \
158 }\
159
160 typedef struct OpenGLVertexInfo
161 {
162     float x, y, z;    ///<Position
163     float s0, t0;     ///<Texture coords
164 } OpenGLVertexInfo;
165
166 /* defines 2 triangles to display */
167 static GLushort g_index[6] =
168 {
169     0, 1, 2,
170     0, 3, 2,
171 };
172
173 typedef struct OpenGLContext {
174     AVClass *class;                    ///< class for private options
175
176 #if HAVE_SDL
177     SDL_Surface *surface;
178 #endif
179     FFOpenGLFunctions glprocs;
180
181     uint8_t background[4];             ///< Background color
182     int no_window;                     ///< 0 for create default window
183     char *window_title;                ///< Title of the window
184
185     /* OpenGL implementation limits */
186     GLint max_texture_size;            ///< Maximum texture size
187     GLint max_viewport_width;          ///< Maximum viewport size
188     GLint max_viewport_height;         ///< Maximum viewport size
189     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
190     int unpack_subimage;               ///< 1 when GL_EXT_unpack_subimage is available
191
192     /* Current OpenGL configuration */
193     GLuint program;                    ///< Shader program
194     GLuint vertex_shader;              ///< Vertex shader
195     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
196     GLuint texture_name[4];            ///< Textures' IDs
197     GLuint index_buffer;               ///< Index buffer
198     GLuint vertex_buffer;              ///< Vertex buffer
199     OpenGLVertexInfo vertex[4];        ///< VBO
200     GLint projection_matrix_location;  ///< Uniforms' locations
201     GLint model_view_matrix_location;
202     GLint color_map_location;
203     GLint chroma_div_w_location;
204     GLint chroma_div_h_location;
205     GLint texture_location[4];
206     GLint position_attrib;             ///< Attibutes' locations
207     GLint texture_coords_attrib;
208
209     GLfloat projection_matrix[16];     ///< Projection matrix
210     GLfloat model_view_matrix[16];     ///< Modev view matrix
211     GLfloat color_map[16];             ///< RGBA color map matrix
212     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
213     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
214
215     /* Stream information */
216     GLenum format;
217     GLenum type;
218     int width;                         ///< Stream width
219     int height;                        ///< Stream height
220     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
221     int picture_width;                 ///< Rendered width
222     int picture_height;                ///< Rendered height
223     int window_width;
224     int window_height;
225 } OpenGLContext;
226
227 static const struct OpenGLFormatDesc {
228     enum AVPixelFormat fixel_format;
229     const char * const * fragment_shader;
230     GLenum format;
231     GLenum type;
232 } opengl_format_desc[] = {
233     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
234     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
235     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
240     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
241     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
242     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
243     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
244     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
245     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
246     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
247     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
248     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
249     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
250     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
251     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
252     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
253     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
254     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
255     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
256     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
257     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
258     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
259     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
260     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
261     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
262     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
263     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
264     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
266     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
267     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
268     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
269     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
270     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
271     { AV_PIX_FMT_GRAY8,      &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
272     { AV_PIX_FMT_GRAY16,     &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
273     { AV_PIX_FMT_NONE,       NULL }
274 };
275
276 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
277 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
278 static av_cold int opengl_init_context(OpenGLContext *opengl);
279
280 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
281 {
282     glDeleteTextures(4, opengl->texture_name);
283     opengl->texture_name[0] = opengl->texture_name[1] =
284     opengl->texture_name[2] = opengl->texture_name[3] = 0;
285     if (opengl->glprocs.glUseProgram)
286         opengl->glprocs.glUseProgram(0);
287     if (opengl->glprocs.glDeleteProgram) {
288         opengl->glprocs.glDeleteProgram(opengl->program);
289         opengl->program = 0;
290     }
291     if (opengl->glprocs.glDeleteShader) {
292         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
293         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
294         opengl->vertex_shader = opengl->fragment_shader = 0;
295     }
296     if (opengl->glprocs.glBindBuffer) {
297         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
298         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
299     }
300     if (opengl->glprocs.glDeleteBuffers) {
301         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
302         opengl->vertex_buffer = opengl->index_buffer = 0;
303     }
304 }
305
306 static int opengl_resize(AVFormatContext *h, int width, int height)
307 {
308     int ret = 0;
309     OpenGLContext *opengl = h->priv_data;
310     opengl->window_width = width;
311     opengl->window_height = height;
312     /* max_viewport_width == 0 means write_header was not called yet. */
313     if (opengl->max_viewport_width) {
314         if (opengl->no_window &&
315             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
316             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
317             goto end;
318         }
319         if ((ret = opengl_prepare_vertex(h)) < 0)
320             goto end;
321         ret = opengl_draw(h, NULL, 1, 0);
322     }
323   end:
324     return ret;
325 }
326
327 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
328 {
329     OpenGLContext *opengl = h->priv_data;
330     switch(type) {
331     case AV_APP_TO_DEV_WINDOW_SIZE:
332         if (data) {
333             AVDeviceRect *message = data;
334             return opengl_resize(h, message->width, message->height);
335         }
336         return AVERROR(EINVAL);
337     case AV_APP_TO_DEV_WINDOW_REPAINT:
338         return opengl_resize(h, opengl->window_width, opengl->window_height);
339     }
340     return AVERROR(ENOSYS);
341 }
342
343 #if HAVE_SDL
344 static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
345 {
346     opengl->surface = SDL_SetVideoMode(width, height,
347                                        32, SDL_OPENGL | SDL_RESIZABLE);
348     if (!opengl->surface) {
349         av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
350         return AVERROR_EXTERNAL;
351     }
352     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
353     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
354     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
355     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
356     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
357     return 0;
358 }
359
360 static int opengl_sdl_process_events(AVFormatContext *h)
361 {
362     int ret;
363     OpenGLContext *opengl = h->priv_data;
364     SDL_Event event;
365     SDL_PumpEvents();
366     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
367         switch (event.type) {
368         case SDL_QUIT:
369             return AVERROR(EIO);
370         case SDL_KEYDOWN:
371             switch (event.key.keysym.sym) {
372             case SDLK_ESCAPE:
373             case SDLK_q:
374                 return AVERROR(EIO);
375             }
376             return 0;
377         case SDL_VIDEORESIZE: {
378             char buffer[100];
379             int reinit;
380             AVDeviceRect message;
381             /* clean up old context because SDL_SetVideoMode may lose its state. */
382             SDL_VideoDriverName(buffer, sizeof(buffer));
383             reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
384             if (reinit) {
385                 opengl_deinit_context(opengl);
386             }
387             if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
388                 return ret;
389             if (reinit && (ret = opengl_init_context(opengl)) < 0)
390                 return ret;
391             message.width = opengl->surface->w;
392             message.height = opengl->surface->h;
393             return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
394             }
395         }
396     }
397     return 0;
398 }
399
400 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
401 {
402     int ret;
403     char buffer[100];
404     OpenGLContext *opengl = h->priv_data;
405     AVDeviceRect message;
406     if (SDL_Init(SDL_INIT_VIDEO)) {
407         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
408         return AVERROR_EXTERNAL;
409     }
410     if ((ret = opengl_sdl_recreate_window(opengl, opengl->width, opengl->height)) < 0)
411         return ret;
412     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
413     message.width = opengl->surface->w;
414     message.height = opengl->surface->h;
415     SDL_WM_SetCaption(opengl->window_title, NULL);
416     opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
417     return 0;
418 }
419
420 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
421 {
422     FFOpenGLFunctions *procs = &opengl->glprocs;
423
424 #define LOAD_OPENGL_FUN(name, type) \
425     procs->name = (type)SDL_GL_GetProcAddress(#name); \
426     if (!procs->name) { \
427         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
428         return AVERROR(ENOSYS); \
429     }
430
431     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
432     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
433     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
434     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
435     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
436     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
437     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
438     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
439     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
440     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
441     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
442     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
443     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
444     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
445     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
446     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
447     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
448     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
449     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
450     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
451     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
452     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
453     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
454     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
455     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
456
457     return 0;
458
459 #undef LOAD_OPENGL_FUN
460 }
461 #endif /* HAVE_SDL */
462
463 #if defined(__APPLE__)
464 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
465 {
466     FFOpenGLFunctions *procs = &opengl->glprocs;
467
468 #if HAVE_SDL
469     if (!opengl->no_window)
470         return opengl_sdl_load_procedures(opengl);
471 #endif
472
473     procs->glActiveTexture = glActiveTexture;
474     procs->glGenBuffers = glGenBuffers;
475     procs->glDeleteBuffers = glDeleteBuffers;
476     procs->glBufferData = glBufferData;
477     procs->glBindBuffer = glBindBuffer;
478     procs->glGetAttribLocation = glGetAttribLocation;
479     procs->glGetUniformLocation = glGetUniformLocation;
480     procs->glUniform1f = glUniform1f;
481     procs->glUniform1i = glUniform1i;
482     procs->glUniformMatrix4fv = glUniformMatrix4fv;
483     procs->glCreateProgram = glCreateProgram;
484     procs->glDeleteProgram = glDeleteProgram;
485     procs->glUseProgram = glUseProgram;
486     procs->glLinkProgram = glLinkProgram;
487     procs->glGetProgramiv = glGetProgramiv;
488     procs->glGetProgramInfoLog = glGetProgramInfoLog;
489     procs->glAttachShader = glAttachShader;
490     procs->glCreateShader = glCreateShader;
491     procs->glDeleteShader = glDeleteShader;
492     procs->glCompileShader = glCompileShader;
493     procs->glShaderSource = glShaderSource;
494     procs->glGetShaderiv = glGetShaderiv;
495     procs->glGetShaderInfoLog = glGetShaderInfoLog;
496     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
497     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
498     return 0;
499 }
500 #else
501 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
502 {
503     FFOpenGLFunctions *procs = &opengl->glprocs;
504
505 #if HAVE_GLXGETPROCADDRESS
506 #define SelectedGetProcAddress glXGetProcAddress
507 #elif HAVE_WGLGETPROCADDRESS
508 #define SelectedGetProcAddress wglGetProcAddress
509 #endif
510
511 #define LOAD_OPENGL_FUN(name, type) \
512     procs->name = (type)SelectedGetProcAddress(#name); \
513     if (!procs->name) { \
514         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
515         return AVERROR(ENOSYS); \
516     }
517
518 #if HAVE_SDL
519     if (!opengl->no_window)
520         return opengl_sdl_load_procedures(opengl);
521 #endif
522
523     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
524     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
525     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
526     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
527     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
528     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
529     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
530     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
531     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
532     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
533     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
534     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
535     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
536     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
537     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
538     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
539     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
540     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
541     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
542     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
543     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
544     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
545     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
546     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
547     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
548
549     return 0;
550
551 #undef SelectedGetProcAddress
552 #undef LOAD_OPENGL_FUN
553 }
554 #endif
555
556 static void opengl_make_identity(float matrix[16])
557 {
558     memset(matrix, 0, 16 * sizeof(float));
559     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
560 }
561
562 static void opengl_make_ortho(float matrix[16], float left, float right,
563                               float bottom, float top, float nearZ, float farZ)
564 {
565     float ral = right + left;
566     float rsl = right - left;
567     float tab = top + bottom;
568     float tsb = top - bottom;
569     float fan = farZ + nearZ;
570     float fsn = farZ - nearZ;
571
572     memset(matrix, 0, 16 * sizeof(float));
573     matrix[0] = 2.0f / rsl;
574     matrix[5] = 2.0f / tsb;
575     matrix[10] = -2.0f / fsn;
576     matrix[12] = -ral / rsl;
577     matrix[13] = -tab / tsb;
578     matrix[14] = -fan / fsn;
579     matrix[15] = 1.0f;
580 }
581
582 static av_cold int opengl_read_limits(OpenGLContext *opengl)
583 {
584     static const struct{
585         const char *extention;
586         int major;
587         int minor;
588     } required_extensions[] = {
589         { "GL_ARB_multitexture",         1, 3 },
590         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
591         { "GL_ARB_vertex_shader",        2, 0 },
592         { "GL_ARB_fragment_shader",      2, 0 },
593         { "GL_ARB_shader_objects",       2, 0 },
594         { NULL,                          0, 0 }
595     };
596     int i, major, minor;
597     const char *extensions, *version;
598
599     version = glGetString(GL_VERSION);
600     extensions = glGetString(GL_EXTENSIONS);
601
602     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
603     sscanf(version, "%d.%d", &major, &minor);
604
605     for (i = 0; required_extensions[i].extention; i++) {
606         if (major < required_extensions[i].major &&
607             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
608             !strstr(extensions, required_extensions[i].extention)) {
609             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
610                    required_extensions[i].extention);
611             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
612             return AVERROR(ENOSYS);
613         }
614     }
615     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
616     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
617     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
618 #if defined(GL_ES_VERSION_2_0)
619     opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
620 #else
621     opengl->unpack_subimage = 1;
622 #endif
623
624     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
625     av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
626     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
627     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
628            opengl->max_viewport_width, opengl->max_viewport_height);
629
630     OPENGL_ERROR_CHECK(opengl);
631     return 0;
632   fail:
633     return AVERROR_EXTERNAL;
634 }
635
636 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
637 {
638     int i;
639     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
640         if (opengl_format_desc[i].fixel_format == format)
641             return *opengl_format_desc[i].fragment_shader;
642     }
643     return NULL;
644 }
645
646 static int opengl_type_size(GLenum type)
647 {
648     switch(type) {
649     case GL_UNSIGNED_SHORT:
650     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
651     case GL_UNSIGNED_SHORT_5_6_5:
652         return 2;
653     case GL_UNSIGNED_BYTE:
654     case FF_GL_UNSIGNED_BYTE_3_3_2:
655     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
656     default:
657         break;
658     }
659     return 1;
660 }
661
662 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
663 {
664     int i;
665     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
666         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
667             opengl->format = opengl_format_desc[i].format;
668             opengl->type = opengl_format_desc[i].type;
669             break;
670         }
671     }
672 }
673
674 static void opengl_compute_display_area(AVFormatContext *s)
675 {
676     AVRational sar, dar; /* sample and display aspect ratios */
677     OpenGLContext *opengl = s->priv_data;
678     AVStream *st = s->streams[0];
679     AVCodecContext *encctx = st->codec;
680
681     /* compute overlay width and height from the codec context information */
682     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
683     dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
684
685     /* we suppose the screen has a 1/1 sample aspect ratio */
686     /* fit in the window */
687     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
688         /* fit in width */
689         opengl->picture_width = opengl->window_width;
690         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
691     } else {
692         /* fit in height */
693         opengl->picture_height = opengl->window_height;
694         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
695     }
696 }
697
698 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
699                                             int *out_width, int *out_height)
700 {
701     if (opengl->non_pow_2_textures) {
702         *out_width = in_width;
703         *out_height = in_height;
704     } else {
705         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
706         unsigned power_of_2 = 1;
707         while (power_of_2 < max)
708             power_of_2 *= 2;
709         *out_height = power_of_2;
710         *out_width = power_of_2;
711         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
712                in_width, in_height, *out_width, *out_height);
713     }
714 }
715
716 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
717 {
718     const AVPixFmtDescriptor *desc;
719     int shift;
720     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
721
722     /* We need order of components, not exact position, some minor HACKs here */
723     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
724         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
725         pix_fmt = AV_PIX_FMT_RGB24;
726     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
727         pix_fmt = AV_PIX_FMT_BGR24;
728
729     desc = av_pix_fmt_desc_get(pix_fmt);
730     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
731         return;
732
733 #define FILL_COMPONENT(i) { \
734         shift = desc->comp[i].depth_minus1 >> 3; \
735         opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
736     }
737
738     memset(opengl->color_map, 0, sizeof(opengl->color_map));
739     FILL_COMPONENT(0);
740     FILL_COMPONENT(1);
741     FILL_COMPONENT(2);
742     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
743         FILL_COMPONENT(3);
744
745 #undef FILL_COMPONENT
746 }
747
748 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
749 {
750     GLuint shader = opengl->glprocs.glCreateShader(type);
751     GLint result;
752     if (!shader) {
753         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
754         return 0;
755     }
756     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
757     opengl->glprocs.glCompileShader(shader);
758
759     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
760     if (!result) {
761         char *log;
762         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
763         if (result) {
764             if ((log = av_malloc(result))) {
765                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
766                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
767                 av_free(log);
768             }
769         }
770         goto fail;
771     }
772     OPENGL_ERROR_CHECK(opengl);
773     return shader;
774   fail:
775     opengl->glprocs.glDeleteShader(shader);
776     return 0;
777 }
778
779 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
780 {
781     GLint result;
782     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
783
784     if (!fragment_shader_code) {
785         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
786                av_get_pix_fmt_name(pix_fmt));
787         return AVERROR(EINVAL);
788     }
789
790     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
791                                                FF_OPENGL_VERTEX_SHADER);
792     if (!opengl->vertex_shader) {
793         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
794         goto fail;
795     }
796     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
797                                                  fragment_shader_code);
798     if (!opengl->fragment_shader) {
799         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
800         goto fail;
801     }
802
803     opengl->program = opengl->glprocs.glCreateProgram();
804     if (!opengl->program)
805         goto fail;
806
807     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
808     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
809     opengl->glprocs.glLinkProgram(opengl->program);
810
811     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
812     if (!result) {
813         char *log;
814         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
815         if (result) {
816             log = av_malloc(result);
817             if (!log)
818                 goto fail;
819             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
820             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
821             av_free(log);
822         }
823         goto fail;
824     }
825
826     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
827     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
828     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
829     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
830     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
831     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
832     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
833     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
834     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
835     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
836     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
837
838     OPENGL_ERROR_CHECK(opengl);
839     return 0;
840   fail:
841     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
842     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
843     opengl->glprocs.glDeleteProgram(opengl->program);
844     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
845     return AVERROR_EXTERNAL;
846 }
847
848 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
849                                             GLsizei width, GLsizei height)
850 {
851     if (texture) {
852         int new_width, new_height;
853         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
854         glBindTexture(GL_TEXTURE_2D, texture);
855         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
856         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
857         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
858         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
859         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
860                      opengl->format, opengl->type, NULL);
861         OPENGL_ERROR_CHECK(NULL);
862     }
863     return 0;
864   fail:
865     return AVERROR_EXTERNAL;
866 }
867
868 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
869 {
870     OpenGLContext *opengl = s->priv_data;
871     int tex_w, tex_h;
872
873     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
874         opengl->window_width = FFMAX(opengl->window_width, opengl->max_viewport_width);
875         opengl->window_height = FFMAX(opengl->window_height, opengl->max_viewport_height);
876         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
877     }
878     glViewport(0, 0, opengl->window_width, opengl->window_height);
879     opengl_make_ortho(opengl->projection_matrix,
880                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
881                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
882                       1.0f, -1.0f);
883     opengl_make_identity(opengl->model_view_matrix);
884
885     opengl_compute_display_area(s);
886
887     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
888     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
889     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
890     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
891     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
892
893     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
894
895     opengl->vertex[0].s0 = 0.0f;
896     opengl->vertex[0].t0 = 0.0f;
897     opengl->vertex[1].s0 = 0.0f;
898     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
899     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
900     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
901     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
902     opengl->vertex[3].t0 = 0.0f;
903
904     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
905     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
906     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
907     OPENGL_ERROR_CHECK(opengl);
908     return 0;
909   fail:
910     return AVERROR_EXTERNAL;
911 }
912
913 static int opengl_prepare(OpenGLContext *opengl)
914 {
915     int i;
916     opengl->glprocs.glUseProgram(opengl->program);
917     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
918     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
919     for (i = 0; i < 4; i++)
920         if (opengl->texture_location[i] != -1) {
921             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
922             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
923             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
924         }
925     if (opengl->color_map_location != -1)
926         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
927     if (opengl->chroma_div_h_location != -1)
928         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
929     if (opengl->chroma_div_w_location != -1)
930         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
931
932     OPENGL_ERROR_CHECK(opengl);
933     return 0;
934   fail:
935     return AVERROR_EXTERNAL;
936 }
937
938 static int opengl_create_window(AVFormatContext *h)
939 {
940     OpenGLContext *opengl = h->priv_data;
941     int ret;
942
943     if (!opengl->no_window) {
944 #if HAVE_SDL
945         if ((ret = opengl_sdl_create_window(h)) < 0) {
946             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
947             return ret;
948         }
949 #else
950         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
951         return AVERROR(ENOSYS);
952 #endif
953     } else {
954         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
955             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
956             return ret;
957         }
958         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
959             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
960             return ret;
961         }
962     }
963     return 0;
964 }
965
966 static int opengl_release_window(AVFormatContext *h)
967 {
968     int ret;
969     OpenGLContext *opengl = h->priv_data;
970     if (!opengl->no_window) {
971 #if HAVE_SDL
972         SDL_Quit();
973 #endif
974     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
975         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
976         return ret;
977     }
978     return 0;
979 }
980
981 static av_cold int opengl_write_trailer(AVFormatContext *h)
982 {
983     OpenGLContext *opengl = h->priv_data;
984
985     if (opengl->no_window &&
986         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
987         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
988
989     opengl_deinit_context(opengl);
990     opengl_release_window(h);
991
992     return 0;
993 }
994
995 static av_cold int opengl_init_context(OpenGLContext *opengl)
996 {
997     int i, ret;
998     const AVPixFmtDescriptor *desc;
999
1000     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1001         goto fail;
1002
1003     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1004     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1005     glGenTextures(desc->nb_components, opengl->texture_name);
1006
1007     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1008     if (!opengl->index_buffer || !opengl->vertex_buffer) {
1009         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1010         ret = AVERROR_EXTERNAL;
1011         goto fail;
1012     }
1013
1014     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1015     if (desc->nb_components > 1) {
1016         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1017         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1018         if (opengl->non_pow_2_textures) {
1019             opengl->chroma_div_w = 1.0f;
1020             opengl->chroma_div_h = 1.0f;
1021         } else {
1022             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1023             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1024         }
1025         for (i = 1; i < num_planes; i++)
1026             if (opengl->non_pow_2_textures)
1027                 opengl_configure_texture(opengl, opengl->texture_name[i],
1028                         FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1029                         FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1030             else
1031                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1032         if (has_alpha)
1033             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1034     }
1035
1036     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1037     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1038     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1039
1040     glEnable(GL_BLEND);
1041     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1042
1043     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1044                  (float)opengl->background[2] / 255.0f, 1.0f);
1045
1046     ret = AVERROR_EXTERNAL;
1047     OPENGL_ERROR_CHECK(opengl);
1048
1049     return 0;
1050   fail:
1051     return ret;
1052 }
1053
1054 static av_cold int opengl_write_header(AVFormatContext *h)
1055 {
1056     OpenGLContext *opengl = h->priv_data;
1057     AVStream *st;
1058     int ret;
1059
1060     if (h->nb_streams != 1 ||
1061         h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1062         h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1063         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1064         return AVERROR(EINVAL);
1065     }
1066     st = h->streams[0];
1067     opengl->width = st->codec->width;
1068     opengl->height = st->codec->height;
1069     opengl->pix_fmt = st->codec->pix_fmt;
1070
1071     if (!opengl->window_title && !opengl->no_window)
1072         opengl->window_title = av_strdup(h->filename);
1073
1074     if ((ret = opengl_create_window(h)))
1075         goto fail;
1076
1077     if ((ret = opengl_read_limits(opengl)) < 0)
1078         goto fail;
1079
1080     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1081         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1082                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1083         ret = AVERROR(EINVAL);
1084         goto fail;
1085     }
1086
1087     if ((ret = opengl_load_procedures(opengl)) < 0)
1088         goto fail;
1089
1090     opengl_fill_color_map(opengl);
1091     opengl_get_texture_params(opengl);
1092
1093     if ((ret = opengl_init_context(opengl)) < 0)
1094         goto fail;
1095
1096     if ((ret = opengl_prepare_vertex(h)) < 0)
1097         goto fail;
1098
1099     glClear(GL_COLOR_BUFFER_BIT);
1100
1101 #if HAVE_SDL
1102     if (!opengl->no_window)
1103         SDL_GL_SwapBuffers();
1104 #endif
1105     if (opengl->no_window &&
1106         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1107         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1108         goto fail;
1109     }
1110
1111     ret = AVERROR_EXTERNAL;
1112     OPENGL_ERROR_CHECK(opengl);
1113     return 0;
1114
1115   fail:
1116     opengl_write_trailer(h);
1117     return ret;
1118 }
1119
1120 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1121                                          const AVPixFmtDescriptor *desc)
1122 {
1123     uint8_t *data = pkt->data;
1124     int wordsize = opengl_type_size(opengl->type);
1125     int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1126     int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1127     int plane = desc->comp[comp_index].plane;
1128
1129     switch(plane) {
1130     case 0:
1131         break;
1132     case 1:
1133         data += opengl->width * opengl->height * wordsize;
1134         break;
1135     case 2:
1136         data += opengl->width * opengl->height * wordsize;
1137         data += width_chroma * height_chroma * wordsize;
1138         break;
1139     case 3:
1140         data += opengl->width * opengl->height * wordsize;
1141         data += 2 * width_chroma * height_chroma * wordsize;
1142         break;
1143     default:
1144         return NULL;
1145     }
1146     return data;
1147 }
1148
1149 #define LOAD_TEXTURE_DATA(comp_index, sub)                                                  \
1150 {                                                                                           \
1151     int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width;   \
1152     int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1153     uint8_t *data;                                                                          \
1154     int plane = desc->comp[comp_index].plane;                                               \
1155                                                                                             \
1156     glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]);                         \
1157     if (!is_pkt) {                                                                          \
1158         GLint length = ((AVFrame *)input)->linesize[plane];                                 \
1159         int bytes_per_pixel = opengl_type_size(opengl->type);                               \
1160         if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR))                                        \
1161             bytes_per_pixel *= desc->nb_components;                                         \
1162         data = ((AVFrame *)input)->data[plane];                                             \
1163         if (!(length % bytes_per_pixel) &&                                                  \
1164             (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) {           \
1165             length /= bytes_per_pixel;                                                      \
1166             if (length != width)                                                            \
1167                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length);                             \
1168             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                          \
1169                             opengl->format, opengl->type, data);                            \
1170             if (length != width)                                                            \
1171                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0);                                  \
1172         } else {                                                                            \
1173             int h;                                                                          \
1174             for (h = 0; h < height; h++) {                                                  \
1175                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1,                           \
1176                                 opengl->format, opengl->type, data);                        \
1177                 data += length;                                                             \
1178             }                                                                               \
1179         }                                                                                   \
1180     } else {                                                                                \
1181         data = opengl_get_plane_pointer(opengl, input, comp_index, desc);                   \
1182         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                              \
1183                         opengl->format, opengl->type, data);                                \
1184     }                                                                                       \
1185 }
1186
1187 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1188 {
1189     OpenGLContext *opengl = h->priv_data;
1190     enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1191     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1192     int ret;
1193
1194 #if HAVE_SDL
1195     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1196         goto fail;
1197 #endif
1198     if (opengl->no_window &&
1199         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1200         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1201         goto fail;
1202     }
1203
1204     glClear(GL_COLOR_BUFFER_BIT);
1205
1206     if (!repaint) {
1207         if (is_pkt)
1208             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1209         LOAD_TEXTURE_DATA(0, 0)
1210         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1211             LOAD_TEXTURE_DATA(1, 1)
1212             LOAD_TEXTURE_DATA(2, 1)
1213             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1214                 LOAD_TEXTURE_DATA(3, 0)
1215         }
1216     }
1217     ret = AVERROR_EXTERNAL;
1218     OPENGL_ERROR_CHECK(opengl);
1219
1220     if ((ret = opengl_prepare(opengl)) < 0)
1221         goto fail;
1222
1223     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1224     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1225     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1226     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1227     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1228     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1229
1230     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1231
1232     ret = AVERROR_EXTERNAL;
1233     OPENGL_ERROR_CHECK(opengl);
1234
1235 #if HAVE_SDL
1236     if (!opengl->no_window)
1237         SDL_GL_SwapBuffers();
1238 #endif
1239     if (opengl->no_window &&
1240         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1241         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1242         goto fail;
1243     }
1244
1245     return 0;
1246   fail:
1247     return ret;
1248 }
1249
1250 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1251 {
1252     return opengl_draw(h, pkt, 0, 1);
1253 }
1254
1255 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1256                               AVFrame **frame, unsigned flags)
1257 {
1258     if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1259         return 0;
1260     return opengl_draw(h, *frame, 0, 0);
1261 }
1262
1263 #define OFFSET(x) offsetof(OpenGLContext, x)
1264 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1265 static const AVOption options[] = {
1266     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1267     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1268     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1269     { NULL }
1270 };
1271
1272 static const AVClass opengl_class = {
1273     .class_name = "opengl outdev",
1274     .item_name  = av_default_item_name,
1275     .option     = options,
1276     .version    = LIBAVUTIL_VERSION_INT,
1277     .category   = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1278 };
1279
1280 AVOutputFormat ff_opengl_muxer = {
1281     .name           = "opengl",
1282     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
1283     .priv_data_size = sizeof(OpenGLContext),
1284     .audio_codec    = AV_CODEC_ID_NONE,
1285     .video_codec    = AV_CODEC_ID_RAWVIDEO,
1286     .write_header   = opengl_write_header,
1287     .write_packet   = opengl_write_packet,
1288     .write_uncoded_frame = opengl_write_frame,
1289     .write_trailer  = opengl_write_trailer,
1290     .control_message = opengl_control_message,
1291     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1292     .priv_class     = &opengl_class,
1293 };